Author
Dian Ramadhani Padwika(1), Sri Sumarni(2), Windi Dwi Andika(3), Zahra Alwi(4), Muhammad Arry Erpapalemlah(5),
Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Sriwijaya, Indonesia(1)
Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Sriwijaya, Indonesia(2)
Pendidikan Guru Pendidikan Anak Usia Dini, Universitas Sriwijaya, Indonesia(3)
Pendidikan Bahasa Indonesia, Universitas Sriwijaya, Indonesia(4)
Teknik Informatika, Universitas Sriwijaya, Indonesia(5) Corresponding Author PDF Full Text [File Size: 831KB]
Published : 2023-02-28
Article can trace at:
Article Metrics
Abstract Views: 461 times PDF Downloaded: 251 timesAbstract
Wild animal material has been introduced by teachers and parents only in the traditional. Early reading can be challenging since it might be difficult to recognize new words. Technology has been used to this issue in the form of flashcard with augmented reality (AR). This study aims to develop a flashcard material for wild animals based on augmented reality for children aged (5-6) years in Kayu Agung which has been tested for validity and practicality. The research method used in this research was Research & Development (R&D) research. The research procedure was Rowntree and formative evaluation Tessmer. The formative evaluation stage of Tessmer consisted of self-evaluation, expert review, one-to-one evaluation, and small group evaluation. The results showed the wild animals flashcard-based AR was developed had met the valid and practical criteria and was suitable to children aged (5-6) as an early reading game years in Kayu Agung
Keywords
References
Alfian, R., Prasetyo, F., & Rudawan, R. (2021). Perancangan Aplikasi Multimedia Interktif Pengenalan Hewan Buas Dan Hewan Jinak Dua Dimensi Untuk Keperluan Pembelajaran Di Sdn 134 Panorama Designing Interactive Multimedia Applications For The Recognition Of Two Dimensional Animals Animals For Learning. EProceedings of Applied Science, 7(5), 2320–2328. https://openlibrarypublications.telkomuniversity.ac.id/index.php/appliedscience/article/view/15548
Apriyani, R., Sumarni, S., & Rukiyah, R. (2018). Pengembangan Media Pembelajaran Komik Tema Alam Semesta Untuk Anak. Cakrawala Dini: Jurnal Pendidikan Anak Usia Dini, 9(2), 110–124. https://doi.org/10.17509/cd.v9i2.11004
Arum Sekar Sari, W. (2021). Pentingnya Sains dan Peran Orangtua dalam Pengajaran Sains kepada Anak di Rumah. Journal Ashil: Jurnal Pendidikan Anak Usia Dini, 1(1), 52–66. https://doi.org/10.33367/piaud.v1i1.1572
Chen, R. W., & Chan, K. K. (2019). Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education. Journal of Educational Computing Research, 57(7), 1812–1831. https://doi.org/10.1177/0735633119854028
Danaei, D., Jamali, H. R., Mansourian, Y., & Rastegarpour, H. (2020). Comparing reading comprehension between children reading augmented reality and print storybooks. Computers and Education, 153, 103900. https://doi.org/10.1016/j.compedu.2020.103900
Deshmukh, S. S., Joshi, C. M., Patel, R. S., & Gurav, Y. B. (2018). 3D Object Tracking And Manipulation In Augmented Reality. International Research Journal of Engineering and Technology, 5(1), 287–289. https://www.jetir.org/view?paper=JETIR1907A82
Hakim, L. (2018). Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 59–72. https://doi.org/10.24252/lp.2018v21n1i6
Ilmaya, Z. (2019). Peningkatan keterampilan membaca permulaan dengan media flashcard pada anak usia 5-6 tahun di Raudhatul Athfal At-Thayyibah Candi Sidoarjo. In UIN Sunan Ampel Surabaya. UIN Sunan Ampel Surabaya.
Ismaniar. (2019). Optimalisasi Peran Keluarga dalam Stimulasi Kemampuan Membaca Awal Anak Melalui Pendekatan Envirinment Print E-Tech. Jurnal Ilmiah Teknologi Pendidikan, 6(2), 1–9. http://ejournal.unp.ac.id/index.php/e-tech/article/view/101459
Kao, G. Y. M., Chiang, X. Z., & Foulsham, T. (2019). Reading behavior and the effect of embedded selfies in role-playing picture e-books: An eye-tracking investigation. Computers and Education, 136, 99–112. https://doi.org/10.1016/j.compedu.2019.03.010
Lina, R., & Suryana, D. (2018). the Development of Children Contemporary Speech Delay in Children 4 Years Bilingual. Academia.Edu, 1(3), 1–19. https://www.academia.edu/download/55459378/Roza_Lina_17330046_S2_PAUD_UNP.pdf
Maryanto, R. I. P., & Wulanata, I. A. (2018). Penggunaan Media Flashcard Untuk Meningkatkan Pengenalan Bentuk Huruf Siswa Kelas I Pada Mata Pelajaran Bahasa Indonesia Di Sekolah Abc Manado. Pedagogia : Jurnal Pendidikan, 16(3), 305. https://doi.org/10.17509/pdgia.v16i3.12073
Miles, K. P., & Ehri, L. C. (2017). Learning to Read Words on Flashcards: Effects of Sentence Contexts and Word Class in Native and Nonnative English-Speaking Kindergartners. Early Childhood Research Quarterly, 41(June), 103–113. https://doi.org/10.1016/j.ecresq.2017.06.001
Nazilah, S., & Setiawati, T. (2021). Media Alat Bantu Promisi Fakultas Teknik Berbasis Android Menggunakan Augmented Reality. Media Jurnal Informatika, 13(1), 45. https://doi.org/10.35194/mji.v13i1.1478
Oranç, C., & Küntay, A. C. (2019). Learning from the real and the virtual worlds: Educational use of augmented reality in early childhood. International Journal of Child-Computer Interaction. https://doi.org/10.1016/j.ijcci.2019.06.002
Poppyariyana, A. A., & Munajat, A. (2020). Pengaruh Permainan Sains Terhadap Kemampuan Berpikir Logis Anak. AWLADY : Jurnal Pendidikan Anak, 6(1), 1. https://doi.org/10.24235/awlady.v6i1.5779
Pribeanu, C., Balog, A., & Iordache, D. D. (2017). Measuring the perceived quality of an AR-based learning application: a multidimensional model. Interactive Learning Environments, 25(4), 482–495. https://doi.org/10.1080/10494820.2016.1143375
Rianto, N., Sucipto, A., & Gunawan, R. D. (2021). Pengenalan Alat Musik Tradisional Lampung Menggunakan Augmented Reality Berbasis Android. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 2(1), 64–72. http://jim.teknokrat.ac.id/index.php/informatika/article/view/618
Rukmini, R. (2021). Bermain Kartu Flash Dan Kemampuan Kognitif Anak Usia 4-6 Tahun Di Wilayah Manukan Loka Tandes Surabaya. Adi Husada Nursing Journal, 6(2), 122. https://doi.org/10.37036/ahnj.v6i2.181
Sary, R. M. (2022). Pengaruh Penerapan Media Flashcard Untuk. Journal of Islamic Education for Early Childhood, 4(1), 1–18. https://doi.org/10.30587/jieec.v4i1.3708
Stefani, F. D., & Samsiyah, N. (2021). Penerapan media pembelajaran flashcard mengenal kata untuk anak berkebutuhan khusus di kelas inklusi. Jurnal Genre (Bahasa, Sastra, Dan Pembelajarannya), 2(2), 103–107. https://doi.org/10.26555/jg.v2i2.2973
Sugiyono. (2019). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Utami, F., Rukiyah, R., & Andika, W. D. (2021). Pengembangan Media Flashcard Berbasis Augmented Reality pada Materi Mengenal Binatang Laut. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(2), 1718–1728. https://doi.org/10.31004/obsesi.v5i2.933
Yafie, E., Giavarini, I., & Maulidia, L. N. (2020). Stimulating Strategy Children Experiencing Late Language Emergence (LLE) During Pandemic Covid-19. Proceedings of the 2nd Early Childhood and Primary Childhood Education (ECPE 2020), 487(Ecpe), 193–197. https://doi.org/10.2991/assehr.k.201112.034
Zaini, H., & Dewi, K. (2017). Pentingnya Media Pembelajaran Untuk Anak Usia Dini. Raudhatul Athfal: Jurnal Pendidikan Islam Anak Usia Dini, 1(1), 81–96. https://doi.org/10.19109/ra.v1i1.1489
Refbacks
- There are currently no refbacks.